Should be possible to export Genesis as .obj then cut it up to use the bits you need, join the bits as one new .obj. Then in DS4.5 rig it as conforming clothing. I’ve just done something similar to make a mermaid tail for the Genesis baby.

You’ll lose morphs, UV mapping and material on the cut up bits, but if you are OK to deal with this I don’t see a technical reason it can’t be done.

Headwax - I tried with M4, and had no problem with the limbs, though this does have the significant downside of having 2 figures loaded into memory instead of one, or 3 figures if doing two additional pairs of arms.

Can you explain what you mean by using a transmap for the eye?

I simply tried selecting the polygons for one eye and exporting as an object. This gave me an eyeball to place and move around, but not particularly satisfactory looking results. By transmap, are you talking about a map for the alpha channel that would leave the eye (and eyelids visible) while hiding the rest of the face? And would this be done on a copy of the texture map for the figure?

Whatever method I use needs to work for animations (so can’t just add in post)

And thanks for the reminder about checking off smooth - think that’s why I couldn’t find a skeleton to detach.

Roygee - thanks for the input. I’ll try exporting genesis as an object again and see if I can get it working like m4 - though I probably don’t want to lose the morphs and UV mapping.

sorry Mosk.. I talk th etalk but don’t walk the walk….
yes you drop a texture map into the alpha channel of m4 face, painted black where you want transparent skin (or white- just invert the map id it comes out wrong)
you would use this in your main M4 figure and put an eye obj in his forehead

not very satisfactroy i think :( no eyelids etc - not enough geometry there !! to morph